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Messages - tzachs

#1201
Might as well offer, for your consideration:

The Energizer





Categories:
Best Gameplay & Best Innovation- for the innovative investigation mode.
Best Music- All original compositions.
Best Original Story- For mystery lovers.
Best Non-Player Character- All characters in the game were well rounded individuals with distinct personalities.
Best Dialogue Writing- Dialogues derived from the NPCs personalities.

And thank you for considering...
#1202
A happy ending, I replaced the hosts and the message was removed...
Thank you LimpingFish and Ryan...
#1203
Bump for the sake of updating on a newer version with improved GUIs and fixes for story logic. I wanted to do that some time ago and finally found the time...
#1204
Quote from: LimpingFish on Sat 09/01/2010 23:11:02
tzachs,

It was actually marked as broken because eSnips, where your game is hosted, doesn't allow downloads without first signing in. Since not everybody has an eSnips account, it unfortunately makes it difficult for those people who don't to download your game.

Are you sure about that? I just tried from a third computer which definitely does not have an eSnips account and it didn't ask me to sign in or anything...
Anyways, I'll upload the game to another place just to be sure (when I'll get home), and I'll pm you LimpingFish, if that's ok.
Thanks.
#1205
Hmmm, it seems that my game also has the annoying "link is broken" message. I've just tested the link from 2 different computers and it worked ok for me...

game link:
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1221

Can a moderator verify and remove the message, please?

Thanks...
#1206
Quote from: Calin Leafshade on Fri 08/01/2010 23:26:08
I plan to capture SteveMcCrea and keep him in a cupboard for later use.
With a rope, perhaps?
#1207
Quote from: Chicky on Thu 07/01/2010 22:01:10
I've planned out a pretty good game for this month, here's hoping i can finish it!

Anyone else working on something? We need lots of entries to start this new year of MAGS.

I also have something in the works, not sure I'll make it in time, though, since I'm lurking in the forums too much instead of working...

Darius: Nice artwork there!
#1208
Quote from: Khris on Fri 08/01/2010 20:13:32
How about a generic game object "Location" that can point to either a Character, Object or Hotspot?
If it implemented common members such as .GetAtScreenXY .Name or .GetProperty, this could save some scripting time.
It's easy to work around, I know, just a thought.

Taking your idea one step further, maybe ags should have interfaces? IPositionable (or ILocation if you prefer), IResizable, IHasTransparency, etc. Then Character, Object and Hotspot can implement ILocation, and character and object will also implement IResizable, and this will simplify scripting for various scenario.
There are probably more urgent things than that on the list, though...
#1209
Two potential problems I can see here:

1. I don't see in the code how you associated your textbox with the parser. You have to call Parser.ParseText(InputBox.Text), otherwise Parser.Said(...) will always return false.

2. There's no reason to put the room number as a parameter to the CallRoomScript. Since the on_call function should be written for each room you want to use (inside the room script), you already know which room you are in. The parameter should indicate the task you want to perform, not the room...
#1210
In order to make the textbox change on each button click, you have a lot of work cut out for you:
for each button click event (search buttons in the manual if you don't know how to register to the events), you have to write:
Code: ags

myTextBox.Text = myTextBox.Text.AppendChar('A');

Assuming your textbox name is myTextBox and the button was 'A'.

In order for the mouse to move to the correct button when you press something on the keyboard, open your global script, and write inside on_key_press (eKeyCode keycode):
Code: ags

if (myTextBox.Visible) // or any other condition to assure that this code will only activate when appropriate
{
     if (keycode == eKeyA) mouse.SetPosition(buttonA.X, buttonA.Y);
     if (keycode == eKeyB) mouse.SetPosition(buttonB.X, buttonB.Y);
     ...
}
#1211
I've once followed an xna tutorial, and they had a section there for creating an explosion via a particle engine. The results looked awesome!  :o

You can find the first part of the explosion tutorial here, and continue to the next two sections to see the rest.

The tutorial is made for xna, but I'm pretty sure you can apply it to ags as well, since all the formulas are right there...
#1212
Hi, great game so far, loved the humour and graphics.

I found a dead-end bug, though:
Spoiler

Start the game, look at the gap three times. Danny says "that's where I found the ping pong bat...", but I haven't found it yet. You can try and use the ruler all you want at that point, it won't work...
[close]
#1213
In repeatedly execute, set the x & y of your character to the x & y of the mouse... 
#1214
It seems to me that the problem lies in the fact that you are setting the view for the cursor mode on every loop (when the cursor is over an inv item).
I think you should first get the view for the cursor mode, and set it to 25 only if it is not already 25.

I think that every time you set the view it will start the animation from the beginning and that will make it look quirky...
#1215
Quote from: Ryan Timothy on Sat 14/11/2009 06:48:30
I've noticed that quite a lot of games get released with Beta mode still activated when they compile their games.  I believe that most people must not know that there is a Debug mode, or it's just a matter of forgetting due to the excitement of releasing a game.

So I was thinking, perhaps when someone clicks the Build Game EXE button and when the "Your game has been compiled" message pops up, another message under that could say something along the lines of: "Remember, Debug mode is still on", if it was still on.

Or even the option of turning off the Debug mode for the EXE Build before it's built.  But turning off the Debug mode is already easy as it is, so perhaps a reminder is all that's needed. :P

Or maybe a 'Publish' button, which will:
A. remove the debug option.
B. create an installer...
#1216
AGS Archives / Re: AGS Archives
Sat 07/11/2009 15:00:37
I second all that was said, plus:

- Is it a "talkie" game?

This is something I personally miss in the game page & search...
#1217
Ooh, a bit unexpected (based on what've been said here), but still, congratulations Babar! Way to go!  :)
#1218
Just a thought, but maybe the GUI that's holding the inventory is marked as clickable? Have you tried switching it?
#1219
@Dual: Thanks for the update...

@frogking:
Quote from: frogking on Thu 29/10/2009 23:15:51
The Energizer
Spoiler

...
Some puzzles I did not find logical, e.g., the lounge was supposed to be soundproof but the bagpipe was heard by susan when Mclassen was playing in the lab.
...
[close]

Ooh, you caught me off guard there, I totally missed that...

Ok, and now for my two pennies.

Steam Squares
Spoiler
Nice game, I agree with what been said, as it is, it's only a mini-game. Maybe if you did more levels with raising difficulty it could have been nicer...
[close]

Ted McBinky and his Steam Engine
Spoiler
It was definitely a funny game. Not too much work has been put into it, though...
[close]

The Chronomancers
Spoiler
Like cat said earlier, I played a little bit and it was ok, but the lack of a save button, made me not come back to it...
[close]

One of a kind
Spoiler
On the pros, great idea for the story, nice puzzles, and for some reason I felt a little 'maniac mansion' sort of atmosphere, which was cool. I think it has the biggest potential to become a full scale game, out of all the rest. On the cons, too many inventory items, all available right at the start, made this really hard, especially when some of the things I expected to work or at least get a decent reaction from, and that didn't happen. I found myself trying everything on everything. Also the fact that leaving from the left in one room caused me to appear in the left of the new room, was disorienting... That, plus the abrupt ending, gave me the feel of an unfinished game...
[close]

Ex Machina
Spoiler
Nice, solid game and story, with clean graphics. The problem for me in that, was that it wasn't memorable for me. The story, I felt, lacked some depth. Actually, after I read the readme file I realized that there was more to the story, but it wasn't portrayed in the game. I'll say the same thing about the characters, they also had no depth...
[close]

Steam Trek
Spoiler
Now, this was a funny game, nice background graphics, and really nice graphics for the inventory items. The sprite wasn't too much to look at though... The puzzles were also nice. My one complaint is that it was too short. Oh, and also I'm not sure that it filled the prerequisites of the competition, it was supposed to be in the past where some form of new technology has been invented to change the timeline, I didn't see too many hints for that.
[close]

Trial of the Schnellersparrow
Spoiler
The backgroung graphics were beautiful. However, I gave up on this game for the following reasons: Firstly, in the introduction sequence, there was some text that was changed really fast, and I couldn't read it. Then, when the game started, even though the backgrounds were good, they didn't show enough details for me to understand what I'm clicking at. That, with the lack of a hotspot label, caused me to randomly click on the screen in the hoping I'll hit something, which wasn't very fun for me... I also got stuck a lot of time in the first room until I realized I can walk through the door...
[close]

Samarkand
Spoiler
Nice settings with music to match. The problem here is that it was too short and lacked gameplay...
[close]

I had some dilemmas here, but in the end my vote goes to:
Spoiler
Steam Trek. Even though I felt it didn't really qualify, it still was the best one, so I had to give my voice to it. One of a kind came a close second, though.
[close]
#1220
Hmm, one way of doing this would be to removing the walking area of the switched-to player, and restoring it when switching back.

Haven't tested it, but something like this:

Code: ags

function SwitchToNonWalkingPlayer(Character* toChar)
{
    RemoveWalkableArea(GetWalkableAreaAt(toChar.x, toChar.y));
}

function SwitchFromNonWalkingPlayer(Character* fromChar)
{
   RestoreWalkableArea(GetWalkableAreaAt(fromChar.x, fromChar.y));  
}
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